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Post by pelinalcrusader on Aug 31, 2021 23:02:46 GMT -5
So this is something that i think knightmare could check it out at vogons
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Post by knightmare on Sept 1, 2021 0:07:03 GMT -5
I looked at an overview of it, and it's not optimal for Quake2, because it would be enabled on all parts of a model- there's no way to pick and choose separate meshes, because all md2 models are a single mesh.
Also, it's no longer supported with recent drivers / hardware.
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Post by pelinalcrusader on Sept 1, 2021 8:47:26 GMT -5
yeah, this is why i posted here, Dege rebuilt the code to work on his Wrapper, which makes directx 11+ calls into it.
plus the TruForm code is open in the wild, the idea would be KMQ2 make the calls out of the directx wrapper into OpenGL to make use of it and tweak its implementation, Q1 and Q2 were experimental out of the code used in RTCW and Q3A, which looked really better.
it would be interesting to see this tweaked to work only in monsters and Player Skins.
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Post by pelinalcrusader on Sept 1, 2021 14:50:16 GMT -5
On a small update, he finally released a WIP Build for testing, everyone is free to test on ATI TruForm supported games. www.vogons.org/viewtopic.php?p=996742#p996742Plus its possible to chose which models can use Truform per Morrowind's N-Patch/TruForm options when using the FPS Optimizer, something that could work well with Q2.
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Post by pelinalcrusader on Sept 3, 2021 23:06:33 GMT -5
Also i came to notice, but is possible to replicate the effect on OpenGL.
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Post by pelinalcrusader on Sept 5, 2021 18:57:59 GMT -5
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